This might be a basic question, I surfed quite a time about this issue but couldn’t get a satisfying answer yet. I’m thinking about how to realize the animation in a 2D game. So far as I understand it there are basically two approaches:
1.- Time-based animation (tba) where movement and animation depend on the elapsed time, meaning that at a given time an object will be at a specific position displaying a specific frame. Tba is independent of any frame rate, so that on slow machines the animation might skip frames but the movement will not slow down. Drawbacks are possible chunky animations and a more difficult collision detection.
2.- Frame-based animation(fba) where movement is constant and no frames of an animation are skipped. Fba depends on a constant FPS. On slow machines the animation will be slow but smooth.
I’m not sure if I miss some important points to consider. So far I would prefer fba because it is easier to realize (and my game will be a round-based strategy type), but would like to know your opinions about this. Is this more a question of personal preference or does this depend on the type of game? What do you do?
Any comments or pointers to a more thorough discussion are very appreciated!